========================================================================== The Alchemist's Bench -------------------------------------------------------------------------- New Quests, Characters, Rules and Other Support Material for Milton Bradley's HeroQuest -------------------------------------------------------------------------- http://www.heroscribe.org/thealchemistsbench/ -------------------------------------------------------------------------- Issue 1 January 6, 1999 ========================================================================== IN THIS ISSUE ------------- WELCOME -- Don't skip this if you want to receive future issues of this newsletter! GM HINTS -- An article that attacks the problem of heroes with too many artifacts. What do you do when the monsters don't impress them anymore? ARTS & CRAFTS -- Huge cardboard castle scenery NEW HERO -- An elf with a really big sword FEATURE -- Action figures ARTS & CRAFTS -- Homemade photo-realistic board overlays ========================================================================== WELCOME! -------- The Alchemist's Bench is a completely free e-mail based newsletter that exists to provide information, ideas and interesting new gaming material for Milton Bradley's terrific yet out-of-print HeroQuest boardgame. We are going to divide the newsletter into columns in order to keep our content organized. Not all columns will appear in all issues. So far, the columns we're planning are New Heroes New Monsters Quest Designing New Rules Questions/Answers/Comments Miniatures Other Dungeon Games Game Master Hints News Arts and Crafts Background Music In the Stores (non-gaming things that might interest HQ players) We're also planning a series of articles containing complete components lists and reviews of other fantasy boardgames. Naturally, everything we cover will be presented from a HeroQuest viewpoint. SUBSCRIBE! We're sending this issue to people who have expressed interest in HeroQuest in the past. If you don't want to receive our future issues, do nothing and your name will be dropped from our list. YOUR PRIVACY We respect the privacy of our subscribers and contributors. We will always use the "BCC" option when sending out our newsletter so that other subscribers will not see your e-mail address. If you contribute an article or an opinion, we will assume that you DO want your e-mail address to accompany your contribution unless you specifically request otherwise. SEND US STUFF! The Alchemist's Bench is always looking for material. We're interested in your new quests, heroes, monsters, optional rules, gameplay advice and reviews of products that can be used with HeroQuest. We'd also like to see any completely original artwork you've made to expand the game. If it relates to HeroQuest, we're interested. (Naturally, since this is a free newsletter, we don't pay anything for submissions.) We're also planning to add a reader feedback section called "Questions/Answers/Comments," starting with our next issue. If you'd like to ask or tell us something, send it in! ARCHIVE Feel free to visit our website for back issues of this newsletter and assorted other goodies. It's small but growing fast, and, like this newsletter, it's free! The URL is http://www.heroscribe.org/thealchemistsbench/ ========================================================================== Game Master Hints ----------------- GETTING RID OF WEAPONS IN HEROQUEST, OR THOSE HEROES ARE JUST TOO STRONG by Dewayne Agin As you play HeroQuest, eventually you will have a Hero (or group of Heroes) that manage to survive for a long time. This Hero will accumulate a vast array of weapons, armor, and artifacts, each making him stronger. While having a choice of several weapons and magical artifacts to use while questing is usual, and finding a new magical artifact is fun and often the goal of a group of quests, the Hero can get abnormally strong this way. To see what I mean just imagine a quest that goes like this... The Barbarian has wandered off from the rest of the Heroes. Suddenly a group of Goblins jumps him. The Barbarian says "Luckily I have my trusty GoblinBlade, giving me an extra two attack rolls against these foul imps." He pulls the sword and starts slicing Goblin heads. When they are all dead he opens a door to find a group of Skeletons waiting in the room beyond. "I sheath my GoblinBlade, and pull my mace BoneWacker, which is the death of all Skeletons". After destroying the animated bones with his artifact, a wandering Fimir pops up from behind a bookshelf. "Luckily I have my Magical Plate Mail and Shield, which will protect me while I put away my Mace and pull out my regular Magic Sword". He finishes off the Fimir and hears a strange grating sound from the corner. A large group of undead enters the room through a secret passage, led by a foul Necromancer. Realizing that the monsters are too many for him to conquer, he states "I am removing my Magical Plate Mail, and putting on my suit of Chain Mail. This will allow me to roll two movement dice and get away from the Undead Horde that is giving chase". Well, you get the picture. The Hero has so many weapons, armor, and artifacts that he has something for every occasion. While it may be fun to play this way once and a while, it can get old very quickly. As a Game Master, what can you do? Well, here are some suggestions: 1. Play with a 'Quest Limit'. The Heroes can only play for a certain number of quests before they retire. A similar solution is that a Hero retires after he finds a certain amount of wealth. Weapons, armor, and artifacts should be counted in this total (assign a gold amount for each artifact a Hero finds). The player must now start a new Hero. A retiring Hero takes all his possessions with him, leaving nothing for the new one. 2. Limit the amount of equipment that a Hero can carry into a quest. It is pretty unrealistic to suppose that a Hero can wear a suit of Plate Mail and only roll one red die for movement, but carrying the same suit in his pack will allow him to have two dice for movement. You may want to limit the Heroes to only one suit of armor. Only allow them to carry a few extra weapons, depending on the Hero's strength and type of weapon. A Hero can carry more daggers than battle axes, and the Barbarian can carry more than the Wizard. The final decision would be up to you as Game Master. If the Hero found a weapon or suit of armor and was already at his limit, he would either have to give one to another Hero or drop it. Another possible alternative is to start reducing a Hero's movement once he passes his limit. He can carry that extra longsword, but it will cost him to movement squares to do so. 3. If a Hero wishes to change weapons or armor, allow him to be vulnerable for some turns. For instance a Hero changing weapons would have to spend an attack turn doing so, or a Hero changing armor could not attack or defend during that turn. Make a Hero think twice about switching. 4. Finally, you can always destroy the weapon/armor/artifact. The game comes with the 'Rust' spell. This can be used to destroy a Hero's extra metal weapons or armor. The Elf Pack comes with a spell, 'Twist Wood' that causes any wooden weapon to become useless. Even though the 'Rust' spell doesn't normally affect artifacts, you could use it to destroy the Artifact of a Hero who has too many (after all, you are the Game Master - tell the Heroes that it is a special Rust Spell). If you gave a Hero a spell wand with a limitless supply of uses, you could use 'Twist Wood' to get rid of it. A fire spell could burn spell scrolls. The end goal is to get allow the Heroes a few artifacts to use, but not an unending supply. This way you can continually come up with new artifacts to put in your quests and still keep the Heroes at a manageable strength level. Finally, use everything I said above with caution. The purpose of the game is to have fun. Everything must be balanced to achieve this. If the Hero has too many artifacts and can kill any monster with out even trying, you must do something to restore the challenge to the game. On the other hand, a sadistic Game Master who destroys a new weapon or artifact every time the Hero gets one has probably gone too far. Use the ideas above with prudence and have fun. ========================================================================== Arts and Crafts --------------- ADDING A TWIST TO GAMEPLAY By Nathan Stout After playing HeroQuest many times, the game play can become monotonous if you don't do something to liven it up a bit. If you feel your gaming experience is dragging, try something new. Here I have made a custom level with a custom map. This battle is set in a lavish castle setting. It adds a fresh and exciting twist to the game and itŐs cheap to make. It also gives the characters a really large space in which to battle, unlike the small dungeon rooms on the game board. It is basically several pieces of cardboard that have been drawn on so give the appearance of the floor and walls of a castle/dungeon. You really don't have to make a floor if you don't want to, just place the HeroQuest game board below the walls. Although all this looks huge and difficult to do, itŐs very easy. Here you can see that itŐs just the cardboard pieces being held up by whatever is handy (including a cup and a stapler). If you take a closer look, you will notice that I have drawn one inch squares all over the cardboard floor (using a ruler) then I used a marker to make it look like the dungeon squares on the main HeroQuest game board. After that I used a pen to make marks and cracks on the squares. Here you can see the squares, marks, and cracks close up... These types of custom levels are good to place in the middle of a long quest campaign. The best part about making a custom level like this is that you can reuse the pieces again and again for different levels. If you noticed in the first picture, I have some irregular spaces in front of the castle door. These are fine as long as you make them all big enough for a piece to sit on. Just consider each irregular space equals the size of the regular spaces. I will bring you some more of these custom level props in the future as well as custom quests, tips on painting minis and comparisons between minis from different games. If you have created a custom level, submit it so we can start a custom level area. ========================================================================== New Hero -------- THE SWORDMASTER OF HOETH Adapted from the Warhammer Profession The Sword Master Of Hoeth by J. Thorne Swordmasters are the hands of the High Loremaster of the White Tower Of Hoeth. These Elves are sent out by the High Loremaster to search the world for knowledge and powerful magic items to add to the collection of the White Tower. The Swordmasters train all their lives with swords and are able to wield them much better than their regular Elven kin, but to the neglect of the study of other weapons. Swordmasters have also neglected their training in the Magical arts, and so can cast fewer spells than a regular Elf, but because of their hard training are typically tougher. Race: Swordmasters of Hoeth are always Elves. Starting Equipment: Weapon - Short Sword Armor - None The Swordmaster may wear any armor that an Elf or a Barbarian may wear. Stats: Movement - 2 Red Dice Attack - 2 Defend - 2 Body Points - 7 Mind Points - 3 Special Rules: Swordmasters never use any magical weapon or armor they find. Instead they save the items to give to the Loremaster to store in the White Tower of Hoeth. Any spell scroll or potion may be used, though. The use of any other magical item is up to the discretion of the Game Master. Swordmasters disdain the use of shields, and never carry one. A Swordmaster will discard any shield he finds unless it is magical. Swordmasters have trained long and hard using the Great Two-Handed Elven Sword, and will feel most comfortable using one of these weapons. A Swordmaster may roll 5 attack dice when using this type of sword. One may be purchased from the armory for 800 gold coins. An alternate idea may be to have the Blacksmith at the armory tell the Swordmaster that he cannot make such a sword, but knows where one might be found... (a quest idea!!). Swordmasters have trained in the use of swords, and will never purchase any other weapon, including Bows and other range weapons. The only time they will use one is if their weapon is destroyed in battle. If this occurs and no sword is to be found, they will use whatever weapon is available, although they will roll one fewer attack dice than normal for their weapon because of their lack of training. Swordmasters have trained so intensely with the use of swords that they have neglected their training in the Magical Arts. A Swordmaster starts questing with the ability to learn only two spells for the quest, instead of the normal four that an Elf begins with. The Swordmaster is trying to find new artifacts and knowledge to give to the Loremaster of Hoeth. He will want to explore an entire quest level before going to the next one. He will try to convince the others to accompany him by telling them that there is more gold to be found. If the others want to leave the current level and go on before it is fully explored, he will stay and explore by himself if needed. The Swordmaster keeps a notebook of his explorations. In between quests he may visit the Shrine of Hoeth, where his notebook is shown to the Loremaster by magical means. When the Swordmaster does this, roll one red die and consult the following table: 1-2 Nothing new was learned 3-5 The Loremaster finds a few points of interest, and rewards the Swordmaster with gold. Roll one red die and multiply by ten for the amount of gold awarded. 6 The Loremaster finds the answer in your notebook to a question that he has been puzzling over for a long time. You may draw two treasure cards (if a wandering monster or trap card is drawn, you may redraw until a treasure is found). Finding a magical treasure or artifact will so please the Loremaster that he will allow the Swordmaster to draw three treasure cards (once again, if a wandering monster or trap card is drawn, you may draw again). Skills: The Swordmaster begins questing knowing the skill of Ambidextrous. The Swordmaster may use a weapon in each hand. Each weapon must be usable in only one hand, and any extra long weapon that allows the user to reach into an extra square, such as a halberd or a spear, cannot be used with another weapon. If the Swordmaster has a weapon in each hand, he does not have a free hand to use a potion. To do so, he must either drop a weapon, in which case it cannot be picked back up until the current combat phase is over, or else spend a turn sheathing a weapon, during which no attack can be made. If the Swordmaster is using two weapons and loses all his Body Points and must drink a potion in order to survive, a weapon of his choice is considered dropped. This skill is always in use with the Swordmaster (whether he is using two weapons or not) and may be used at the same time as any of the skills learned below. The Swordmaster may train at the Heroes Guild to increase his stats. In addition he may learn these skills at the Heroes Guild for a cost of 3000 gold coins. The Hero then rolls two red dice, and learns the skill corresponding to the number rolled. If the Hero already knows that skill he should roll again. A Hero can use only one skill per turn. Some can last for more than one turn. If a Hero is using one of these skills, he may not use another skill until the first wears off. 2 - FLIP: As a part of his movement the Swordmaster may flip over a square, passing any obstacle (i.e. monsters, pits, traps). Flipping over a square counts as only one square of movement. 3 - KILLING BLOW: Once per quest level the Swordmaster may attempt to make a Killing Blow against a single monster. Roll one red die, on a roll of 5-6 the Killing Blow has successfully destroyed the enemy. 4 - BLADE WALL: Once per quest level the Swordmaster may begin to spin and twirl his sword so fast that it becomes almost impossible to hit him. The Swordmaster gains three defense dice against all attacks, including missile shots. This skill lasts until the end of the current combat phase. 5 - HERBLORE: This is another area that the Swordmaster has trained better than the Elf. He may use this skill on any Hero, including himself. Roll one red die for effects: 1 No Effect 2-4 2 Body Points Healed 5 3 Body Points Healed 6 All Body Points Healed 6 - MULTIPLE BLOWS: Once per quest level the Swordmaster may make one extra attack with a normal sword, or two extra attacks with his Great Sword. 7 - PRESSURE POINT: Swordmasters have trained in knowing their enemies weaknesses, including which points to squeeze to cause temporary paralysis. This skill may only be used by a Swordmaster with a free hand - he cannot be using two weapons or a two-handed weapon. By trading one attack die, he may use the skill to take away one of his enemies defense dice. The Swordmaster may trade more than one of his attack dice, but may not trade them all. Each attack die traded removes one defense die. This skill may only be used on one enemy at a time. 8 - SIDE STEP: This skill allows the Swordmaster to avoid a blow from a single enemy, avoiding any skulls rolled by that attack. 9 - CORNER: If an enemy adjacent to the Swordmaster is within two squares of a corner, and the squares are empty, the Swordmaster may attempt to back his enemy into it. The Swordmaster rolls one red die. On a roll of 5 or 6 move the enemy into the corner, and the Swordmaster next to him (this does not count towards the Swordmasters or the enemy's movement). The Swordmaster may make his normal attack now, and the monster rolls one fewer defense dice because it is cornered. 10 - HYPNOSIS: This skill allows the Swordmaster to enter a self-induced hypnotic trance and heal himself. This skill may only be used if there are no monsters in the same room or corridor as the Swordmaster. Entering the trance takes one turn, during which the Swordmaster may do nothing else, including defending himself. Roll 1 red die to see how many Body Points are regained from the trance. The Swordmaster may not go over his maximum amount of Body Points with this roll. 11 - HAZARD FINDER - This skill allows the Swordmaster to try to detect all traps on a board. It may only be used once per quest level. Roll 1 red die to determine the outcome of the search: 1 You accidentally touch a hidden lever during your search, and a hidden blade swings down on you. Roll 3 attack dice to determine damages. 2-5 Nothing 6 You are able to detect all traps on the current board. 12 - PARRY: This skill allows the Swordmaster to parry an incoming blow. When an enemy makes a successful attack against him, he may roll 1 red die. On a roll of 1-4 the Swordmaster takes the damage as normal. On a roll of 5-6 the blow is turned and it causes no damage. If the Swordmaster is using two weapons he turns the blow on a roll of 4-6, and if the Swordmaster is using a Great Sword he turns the blow on a roll of 3-6. ========================================================================== In the Stores ------------- WHEN IN DOUBT, BUY AN ORC by QuestGnome Didn't get quite what you wanted this holiday season? Too much empty space around your computer? Need a birthday gift for the HeroQuest player who has everything? Take a look at computer games publisher Blizzard Entertainment's first venture into the action figure market. There are two six-inch-tall figures (a human footman and an Orc grunt) in the first Warcraft figure series. They're not Games Workshop designs, but they're close enough, especially where the Orc is concerned. Certainly, this guy has the right complexion, physique and dental work to fit right into the HeroQuest world. Blizzard haven't posted any images on their website, but you can see the figures at Electronics Boutique's online store. Orc Grunt: http://www.heroscribe.org/thealchemistsbench/new/orc%20grunt.jpg Human Footman: http://www.heroscribe.org/thealchemistsbench/new/human%20footman.jpg In addition to his trusty sword and shield, the human comes with a helmet that is not pictured in the EB photo. It completely hides his face and makes him look much more capable of confronting the Orc in battle. The Orc's horned helmet and axe are removable. Both figures have eight points of articulation (i.e., eight poseable joints), and they both look great. If you order through EB's mail order, each figure costs $9.99(US) plus shipping and handling. If you prefer to do your shopping in person, both figures are available (in the US, at least) for $10 - $12 at computer retailers such as Babbage's, Software Etc. and Electronics Boutique. There is also a similarly-scaled line of three Starcraft science fiction figures available from these same sources. ========================================================================== Arts and Crafts --------------- 3D FOR FREE by QuestGnome This one's only of interest to PowerMac users, especially those with faster machines. While you're buying your Orc figure at your friendly neighborhood software store, see if they have back issues of MacAddict Magazine. The CD-ROM disc bundled with that magazine's November 1998 issue includes the complete working version of StrataVision 3D version 4.0 along with complete disc-based documentation. This is the program that was used to create the visuals for Myst, and it's a great tool for making photorealistic board overlays and props for HeroQuest. For a look at my initial efforts at creating HeroQuest overlays and scenery, visit this page: http://www.heroscribe.org/thealchemistsbench/crafts/strata/tilesamp.html Presumably, Strata is making this older version of their product available for free in the hopes that it will interest us in upgrading to the current version. I suspect many of the improvements in the more recent versions of the program are useful to animators. The free 4.0 version is more than adequate for creating visuals for HeroQuest. If you can't find the November 1998 MacAddict in your local store, you can order it from MacAddict directly. The cost is $9.95(US) for orders within the United States and $12.00(US) for orders outside -- well worth the value of StrataVision 3D, even if it is an old version with disc-based documentation. Strata is also offering the software from their website for free, but they do charge shipping and handling. Their shipping charges actually make the price higher than MacAddict's, although they may have versions of the product that includes printed manuals. It's probably worth noting again that it helps to have a fast machine. A PowerPC processor is absolutely required for the program to run. My 200 MHz 604e-based machine took several minutes to render my designs in high quality. Of course, you only have to do that when you're finished with each design.